Professional Documents
Culture Documents
• First part asks for factual knowledge on memory, mental models, GOMS,
intelligence.
– Multiple choice, fill-in-the-blank
– ~ 20% draw from Designing with Mind in Mind on issues discussed in class
– ~ 10% from Noba on early material
• Second part is on design approaches for Wave 2 & 3 HCI (“affordances &
environment”)
– Smart-seeing & Projecting: how thinking is supported by designed representations
– Close-coupling: how thinking can be shaped by interaction with active systems
– Socially-distributed cognition: how thinking can be done in partnership with people
(and AI agents) using technology to communicate
• Part 2 has fewer facts, more thinking about systems of people and technology
– Some longer written questions — 2 to 3 sentences max
– Look for understanding of key concepts rather than just recall
Early slides that keep coming back (to haunt you)
How would you approach this after 201?
!5
Schön Reflective Practice
Analyze/
interpret/
reflect
Technology meets Psychology
!7
Marr’s multiple perspectives as a guide
• Learning Objectives
– Define and note differences between the following forms of
memory: working memory, episodic memory, semantic
memory, collective memory.
– Describe the three stages in the process of learning and
remembering.
– Describe strategies that can be used to enhance the original
learning or encoding of information.
– Describe strategies that can improve the process of retrieval.
– Describe why the classic mnemonic device of the method of
loci works so well.
Representations from perception to action
V-S
A/P Loop Central Sketchpad
Executive
!13
“Chunking” can extend A/P Loop STM
!14
Conclusion from Chase & Simon (1973)
Carroll’s Model
▪ Fluid
▪ Crystallized
Gardner's Theory of Multiple Intelligences
www.literacynet.org/mi/assessment/findyourstrengths.html
Perception
Affordances Cognition
Actions
Motor
Physical affordances
Perceived affordances
Lecture 9: Design for intelligence—
Augmenting cognition with external representations
Accidental augmentation
Implications for design— Can computers
make us smart?
• Bloom’s taxonomy
included cognitive,
Cognitive Affective Psychomotor
motor and affective
elements
evaluate
https://www.nytimes.com/2019/03/16/opinion/sunday/chess-
champion-8-year-old-homeless-refugee-.html
Projec'ng posi'ons
Design implications of Smart Seeing & Projecting
• Black was
drawn by
Maxwell
• Blue describes
what Maxwell
knew, linked to
drawn
Working on the paper: Feynman
diagrams
Peter Cheng’s visual languages
Producing images to think with
Interac(ng with representa'ons makes us more powerful
thinkers.
Smart-Seeing & projecting with no time
constraints
Repeat in sequence:
https://www.nytimes.com/2019/03/16/opinion/sunday/chess-
champion-8-year-old-homeless-refugee-.html
Advanced form
Carroll’s Model
▪ Fluid
▪ Crystallized
Colin Ware’s view
Brett Victor’s Kill Math Project
• http://worrydream.com/KillMath/
• https://vimeo.com/worrydream/videos
Brett Victor’s Kill Math Project
• http://worrydream.com/KillMath/
• https://vimeo.com/worrydream/videos
Algebra for kindergarteners
Close coupling
How is the Gannet’s task harder than the
mathematician’s?
Carroll’s Model
▪ Fluid
▪ Crystallized
Computer games and fluid intelligence
Abstract
Hundreds of millions of people play intellectually-demanding video games every day. What does individual
performance on these games tell us about cognition? Here, we describe two studies that examine the potential
link between intelligence and performance in one of the most popular video games genres in the world
(Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA
League of Legends’ correlates with fluid intelligence as measured under controlled laboratory conditions. In the
second study, we also show that the age profile of performance in the two most widely-played MOBAs (League
of Legends and DOTA II) matches that of raw fluid intelligence. We discuss and extend previous videogame
literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy'
tests of cognitive performance at a global population level.
Closely coupled system process and
structure migrates wherever costs are lowest
Internal
Processes External Processes Dcog view (Kirsh)
• Users adapt to cost structure
• Epistemic (computational)
• Pragmatic (physical) costs
• Process is not just representational
• User actions create new structures
Human equivalents
J.C.R. Licklider "man-computer symbiosis”:
computers as "cognitive partners"(1960)
“The hope is that, in not too many years, human brains and
computing machines will be coupled together very tightly and that
the resulting partnership will think as no human brain has ever
thought and process data in a way not approached by the
information-handling machines we know today.”
Embodied intelligence
Method tech for Close Coupled systems?
Carroll’s Model
▪ Fluid
▪ Crystallized
Collaborative cognition
https://www.nytimes.com/2017/04/18/books/review/knowledge-illusion-steven-sloman-philip-fernbach.html
Docking this ship needs knowledge & intelligence
(Kirsh)
Where’s the mind?
Hutchins says:
• When looking at how a ship gets docked it is the
system that has the mind – it has mental properties
• Mind is the thing with the knowledge – which in the
ship is distributed over people, procedures & things.
Intelligence implies cognition and is displayed in how
robust, resilient, adaptable the system is in solving a
hard problem
• “Cognition in the Wild” book compares Micronesian
canoe and navy ship navigation
Starbucks
(Kirsh)
Starbucks Revolutionary Technology
• Changes cognitive
efficiency of whole
system
• Minimizes costs in
most areas
Form on cup
Technology of coordination
(Kirsh)
Method tech for multi-agent systems?
People need some way of understanding the product or service-some sign of what
it is for, what is happening, and what the alternative actions are…Forget
affordances: What people need, and what design must provide, are signifiers.
Because most actions we do are social, the most important class of these are social
signifiers…. Social signifiers replace affordances, for they are broader and richer,
allowing for accidental signifiers as well as deliberate ones, and even for items that
signify through their absence, as the lack of crowds on a train
!79
Distributed Cognitive Systems
Borg have coordinated thought – they distribute their problems for parallel,
distributed processing
Culture uploads ‘programs’ to us
Social science & HCI